Serge, do you intend to release your tool to unpack Monkey1.pak ? It would be useful for foreigners like me, as I'm french I could put the Monkey1.000 and Monkey1.001 files from the original french version. Thanks ...

It seems to suffice to put the files to classic\en\Monkey1.000 and classic\en\Monkey1.001 - relative to your "Secret Of Monkey Island SE" folder.

@jott: Had a look at your source - we're very much in agreement Not sure about the constant 0 DWORD in the dir entries, but (potential) compression type might be right, since that's what I remember it used for in (I think) VIMA compression for either CMI or GF.

I'm looking into the 0x28 table right now...

I guess you did so already, but you might want to swap width and height when reading from the .dxt file, since height is stored first (FourCC - Height - Width).

Blabbering here - just got confused (for the 29th time in the past 3-4 years) by DDS_HEADER storing height first :P

So, releasing Remonkeyed Explorer (as described at the start of the topic) now...

It only allows to dump files from monkey1.pak as-is, as well as convert .dxt to .dds. In other words, it does nothing that jott's tool doesn't do already. Except for having a pseudo-fancy GUI

Specs for the monkey1.pak file as they're currently known are included.

There's no installer - just run the file. Application requires .NET Framework 3.5 SP1, though - Client Profile will do, and if MS get their way, you'll need it anyway for other stuff, if you don't have it already

The installer for the "small" version (280KB web installer which will then download the framework which is approximately 28MB - if it isn't installed already) - AKA "Client Profile" can be found here: http://go.microsoft.com/fwlink/?LinkId=123879

Not expecting to support this app much. It was done quickly, in order to get something out, and lots of code was simply copied from "that other project". Which means I can't be bothered maintaining that code in two places

hey guys...
just found this forum trough google...
could somebody tell me (and the user people who don't get it either) how to extract the new music? i understand that they are packt in xwb but i couldn't find a tool to extract the music properly... with EkszBox-ABX i only get an error and with the XWB_Extractor_11 there are too many filese to uncheck or am i wrong? please help somebody... pretty please?

hey guys...
just found this forum trough google...
could somebody tell me (and the user people who don't get it either) how to extract the new music? i understand that they are packt in xwb but i couldn't find a tool to extract the music properly... with EkszBox-ABX i only get an error and with the XWB_Extractor_11 there are too many filese to uncheck or am i wrong? please help somebody... pretty please?

Yeah, you probably have .NET 2.0 or higher installed already (if you're on Vista, you have 3.0), which will allow the program to run, but as soon as it needs 3.5 libraries, it'll crash.

Annoyingly, there's no really fool proof way of checking it at start up (which I actually assumed it already did). Might just wrap an installer around it sometime. No time at the moment, though (which will bite me in the ass when everyone starts asking why it crashes ;-))

- choose "DDS" for DXT output in the dropdown
- pick the game folder with the MONKEY1.PAK file in it as Destination Folder
- and save the file with "Include original subfolder" checked

... it will store the file in the same subfolder that the game expects to find it in - but in dds format, which a lot of graphics apps and image converters can open (there's a plugin for e.g. PhotoShop, I believe).

Then, after you've edited the DDS, it needs to be converted back to DXT format - jott posted a tool for that above - and should stay in the same folder, with the same name (but with .dxt extension).

As for a tutorial on how to modify an image:
1) Extract the resources with folder (either all with my extractpak.exe or some specific files with Serges tool) in your game folder.
2) Find the dds you want to modify and load it in your favorite image editor that supports dds. (XnView can convert dds, there is a plugin for Photoshop and you could also use the DirectX Texture Tool from the DX SDK, etc..)
3) Convert the dds back to dxt with "dds2dxt.exe xxx.dds xxx.dxt" - remember to put/leave the dxt in the original path.
4) Launch the game and test it.
5) Play barber and go to 2)

Ah, what the heck... BG wanted to do one, jott already did one, and I already did one. So might as well release it - this one with source, and pretty much public domain (since it was done in 20 minutes - except for the FileReader/FileWriter which are work in progress for SR6 - note, they aren't meant to be efficient, they're just meant to work ).

It will only work with DirectX 9 format dds files (same format as jott's tool and Remonkeyed - and most others - save).

Simply add dds files by clicking Add files... Then click Convert. It will place the dxt files in the same folder as the dds files. Warning: It will also overwrite already existing dxt files without prompting.

Have anyone tried to edit files with in-game text (uiText.info, speech.info)? When I tried, dubbing disappeared, and subtitles weren't changed anyway. Maybe game is also reading text from files from old version?

I just improved my dds2dxt a bit so it can be easily integrated in a workflow.
It just expects the dds file as argument and stores the result in a file with the same base name but dxt extension. This way you can either drag&drop a dds on the application or associate dds files with it (or what ever you prefer).